blender/release/scripts/io/export_ply.py
Campbell Barton e4881eef52 define operator properties in the class, similar to django fields
# Before
[
	bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= ""),
	bpy.props.BoolProperty(attr="use_modifiers", name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default= True),
	bpy.props.BoolProperty(attr="use_normals", name="Export Normals", description="Export Normals for smooth and hard shaded faces", default= True),
	bpy.props.BoolProperty(attr="use_uvs", name="Export UVs", description="Exort the active UV layer", default= True),
	bpy.props.BoolProperty(attr="use_colors", name="Export Vertex Colors", description="Exort the active vertex color layer", default= True)
]

# After
path = StringProperty(attr="", name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= "")
use_modifiers = BoolProperty(attr="", name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default= True)
use_normals = BoolProperty(attr="", name="Export Normals", description="Export Normals for smooth and hard shaded faces", default= True)
use_uvs = BoolProperty(attr="", name="Export UVs", description="Exort the active UV layer", default= True)
use_colors = BoolProperty(attr="", name="Export Vertex Colors", description="Exort the active vertex color layer", default= True)
2009-10-31 16:40:14 +00:00

285 lines
8.5 KiB
Python

import bpy
__author__ = "Bruce Merry"
__version__ = "0.93"
__bpydoc__ = """\
This script exports Stanford PLY files from Blender. It supports normals,
colours, and texture coordinates per face or per vertex.
Only one mesh can be exported at a time.
"""
# Copyright (C) 2004, 2005: Bruce Merry, bmerry@cs.uct.ac.za
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
# Vector rounding se we can use as keys
#
# Updated on Aug 11, 2008 by Campbell Barton
# - added 'comment' prefix to comments - Needed to comply with the PLY spec.
#
# Updated on Jan 1, 2007 by Gabe Ghearing
# - fixed normals so they are correctly smooth/flat
# - fixed crash when the model doesn't have uv coords or vertex colors
# - fixed crash when the model has vertex colors but doesn't have uv coords
# - changed float32 to float and uint8 to uchar for compatibility
# Errata/Notes as of Jan 1, 2007
# - script exports texture coords if they exist even if TexFace isn't selected (not a big deal to me)
# - ST(R) should probably be renamed UV(T) like in most PLY files (importer needs to be updated to take either)
#
# Updated on Jan 3, 2007 by Gabe Ghearing
# - fixed "sticky" vertex UV exporting
# - added pupmenu to enable/disable exporting normals, uv coords, and colors
# Errata/Notes as of Jan 3, 2007
# - ST(R) coords should probably be renamed UV(T) like in most PLY files (importer needs to be updated to take either)
# - edges should be exported since PLY files support them
# - code is getting spaghettish, it should be refactored...
#
def rvec3d(v): return round(v[0], 6), round(v[1], 6), round(v[2], 6)
def rvec2d(v): return round(v[0], 6), round(v[1], 6)
def write(filename, scene, ob, \
EXPORT_APPLY_MODIFIERS= True,\
EXPORT_NORMALS= True,\
EXPORT_UV= True,\
EXPORT_COLORS= True\
):
if not filename.lower().endswith('.ply'):
filename += '.ply'
if not ob:
raise Exception("Error, Select 1 active object")
return
file = open(filename, 'w')
#EXPORT_EDGES = Draw.Create(0)
"""
is_editmode = Blender.Window.EditMode()
if is_editmode:
Blender.Window.EditMode(0, '', 0)
Window.WaitCursor(1)
"""
#mesh = BPyMesh.getMeshFromObject(ob, None, EXPORT_APPLY_MODIFIERS, False, scn) # XXX
if EXPORT_APPLY_MODIFIERS:
mesh = ob.create_mesh(True, 'PREVIEW')
else:
mesh = ob.data
if not mesh:
raise ("Error, could not get mesh data from active object")
return
# mesh.transform(ob.matrixWorld) # XXX
faceUV = len(mesh.uv_textures) > 0
vertexUV = len(mesh.sticky) > 0
vertexColors = len(mesh.vertex_colors) > 0
if (not faceUV) and (not vertexUV): EXPORT_UV = False
if not vertexColors: EXPORT_COLORS = False
if not EXPORT_UV: faceUV = vertexUV = False
if not EXPORT_COLORS: vertexColors = False
if faceUV:
active_uv_layer = None
for lay in mesh.uv_textures:
if lay.active:
active_uv_layer= lay.data
break
if not active_uv_layer:
EXPORT_UV = False
faceUV = None
if vertexColors:
active_col_layer = None
for lay in mesh.vertex_colors:
if lay.active:
active_col_layer= lay.data
if not active_col_layer:
EXPORT_COLORS = False
vertexColors = None
# incase
color = uvcoord = uvcoord_key = normal = normal_key = None
mesh_verts = mesh.verts # save a lookup
ply_verts = [] # list of dictionaries
# vdict = {} # (index, normal, uv) -> new index
vdict = [{} for i in range(len(mesh_verts))]
ply_faces = [[] for f in range(len(mesh.faces))]
vert_count = 0
for i, f in enumerate(mesh.faces):
smooth = f.smooth
if not smooth:
normal = tuple(f.normal)
normal_key = rvec3d(normal)
if faceUV:
uv = active_uv_layer[i]
uv = uv.uv1, uv.uv2, uv.uv3, uv.uv4 # XXX - crufty :/
if vertexColors:
col = active_col_layer[i]
col = col.color1, col.color2, col.color3, col.color4
f_verts= f.verts
pf= ply_faces[i]
for j, vidx in enumerate(f_verts):
v = mesh_verts[vidx]
if smooth:
normal= tuple(v.normal)
normal_key = rvec3d(normal)
if faceUV:
uvcoord= uv[j][0], 1.0-uv[j][1]
uvcoord_key = rvec2d(uvcoord)
elif vertexUV:
uvcoord= v.uvco[0], 1.0-v.uvco[1]
uvcoord_key = rvec2d(uvcoord)
if vertexColors:
color= col[j]
color= int(color[0]*255.0), int(color[1]*255.0), int(color[2]*255.0)
key = normal_key, uvcoord_key, color
vdict_local = vdict[vidx]
pf_vidx = vdict_local.get(key) # Will be None initially
if pf_vidx == None: # same as vdict_local.has_key(key)
pf_vidx = vdict_local[key] = vert_count;
ply_verts.append((vidx, normal, uvcoord, color))
vert_count += 1
pf.append(pf_vidx)
file.write('ply\n')
file.write('format ascii 1.0\n')
version = "2.5" # Blender.Get('version')
file.write('comment Created by Blender3D %s - www.blender.org, source file: %s\n' % (version, bpy.data.filename.split('/')[-1].split('\\')[-1] ))
file.write('element vertex %d\n' % len(ply_verts))
file.write('property float x\n')
file.write('property float y\n')
file.write('property float z\n')
# XXX
"""
if EXPORT_NORMALS:
file.write('property float nx\n')
file.write('property float ny\n')
file.write('property float nz\n')
"""
if EXPORT_UV:
file.write('property float s\n')
file.write('property float t\n')
if EXPORT_COLORS:
file.write('property uchar red\n')
file.write('property uchar green\n')
file.write('property uchar blue\n')
file.write('element face %d\n' % len(mesh.faces))
file.write('property list uchar uint vertex_indices\n')
file.write('end_header\n')
for i, v in enumerate(ply_verts):
file.write('%.6f %.6f %.6f ' % tuple(mesh_verts[v[0]].co)) # co
"""
if EXPORT_NORMALS:
file.write('%.6f %.6f %.6f ' % v[1]) # no
"""
if EXPORT_UV: file.write('%.6f %.6f ' % v[2]) # uv
if EXPORT_COLORS: file.write('%u %u %u' % v[3]) # col
file.write('\n')
for pf in ply_faces:
if len(pf)==3: file.write('3 %d %d %d\n' % tuple(pf))
else: file.write('4 %d %d %d %d\n' % tuple(pf))
file.close()
print("writing", filename, "done")
if EXPORT_APPLY_MODIFIERS:
bpy.data.remove_mesh(mesh)
# XXX
"""
if is_editmode:
Blender.Window.EditMode(1, '', 0)
"""
from bpy.props import *
class EXPORT_OT_ply(bpy.types.Operator):
'''Export a single object as a stanford PLY with normals, colours and texture coordinates.'''
bl_idname = "export.ply"
bl_label = "Export PLY"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
path = StringProperty(name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= "")
use_modifiers = BoolProperty(name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default= True)
use_normals = BoolProperty(name="Export Normals", description="Export Normals for smooth and hard shaded faces", default= True)
use_uvs = BoolProperty(name="Export UVs", description="Exort the active UV layer", default= True)
use_colors = BoolProperty(name="Export Vertex Colors", description="Exort the active vertex color layer", default= True)
def poll(self, context):
return context.active_object != None
def execute(self, context):
# print("Selected: " + context.active_object.name)
if not self.path:
raise Exception("filename not set")
write(self.path, context.scene, context.active_object,\
EXPORT_APPLY_MODIFIERS = self.use_modifiers,
EXPORT_NORMALS = self.use_normals,
EXPORT_UV = self.use_uvs,
EXPORT_COLORS = self.use_colors,
)
return ('FINISHED',)
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self.__operator__)
return ('RUNNING_MODAL',)
bpy.ops.add(EXPORT_OT_ply)
import dynamic_menu
menu_func = lambda self, context: self.layout.itemO("export.ply", text="Stanford (.ply)...")
menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_export, menu_func)
if __name__ == "__main__":
bpy.ops.export.ply(path="/tmp/test.ply")